Class Title


Level Base
Attack
Saves Powers Spells
Fort Refl Will
1 +0 +0 +0 +2 Arcane Synergy, Wild Casting, Wild Spells +1 level of existing arcane class
2 +1 +1 +1 +3   +1 level of existing arcane class
3 +1 +1 +1 +3 Use Wild Device +1 level of existing arcane class
4 +2 +1 +1 +4   +1 level of existing arcane class
5 +2 +2 +2 +4   +1 level of existing arcane class
6 +3 +2 +2 +5   +1 level of existing arcane class
7 +3 +2 +2 +5   +1 level of existing arcane class
8 +4 +3 +3 +6 Elemental Substitution +1 level of existing arcane class
9 +4 +3 +3 +6   +1 level of existing arcane class
10 +5 +3 +3 +7   +1 level of existing arcane class

History:

Since the advent of the earliest arcane schools, many wizards attempted to not only research new spells, but to alter the ones they have already mastered. Arcane students who wish to attempt to bend the raw energies to make the spells more powerful have become known as wild mages due to the at times random nature of their pursuits.

Role:

Almost any arcane student can attempt the wild arts. Many guilds look down upon wild mages, as their spells can at times endanger their commrades. However, on many occasions throughout history, the power of an arcane wild master has overcome even the mightiest of dragons.

 

Game Rule Information:

Prerequisites: Ability to cast 2nd level arcane spells. Feat: Iron Will. Concentration 4 ranks. May not be a specialist arcane caster.

Skill Points: 2 + Int Modifier/Levell class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Scry (Int), and Spellcraft (Int).

Hit Die: d4

 

Armor and Weapon Proficiency- No additional armor or weapon proficiency is offered.

Arcane Synergy:
Wild Mage levels stack with other arcane levels when determining caster level of other class spells.


Spells:
The wild mage chooses an arcane class and may advance his spells known based on that classes spell selection and list.


Elemental Substitution:
The Wild Mage can opt to substitute one element for another when appropriate. Any spell that is elementally aligned with fire, Air, Earth, or Water may substitute an element from another element in all parts of the description. For example, a Wild Mage may substitute Cold for Fire in a Fireball spell. This spell now doescold instead of heat damage. This ability requires a successful wild casting with a +4 modifier for the effect.


Wild Talents
The arcane caster may choose to add spells from the list of Wild Spells in addition to spells he already has access to as a result of his normal class.

 

 


Wild Casting:
The Wild Mage can opt to cast any spell as a wild magic spell. In order to cast a spell as a wild magic spell, the caster must successfully make a DC of the saving throw modifier of the spell. Before the die is cast, a wild mage may opt to increase the DC of the wild check in order to increase the base DC of the spell by the same amount. Add any bonus for the primary attribute asscoiated with their casting and the Wild Mage Level to the die roll to determine if the check was a success. A success indicates that the Wild Mage has successfully increased the DC of the saving throw, and in addition, casts the spell 1d4 levels higher than planned. If the roll was not a success, any saving throw increase is lost, and in addition the caster level is reduced by 1d4 levels. Furthermore, if the die roll fails by 10 or more, the spell is completely lost. Always, a natural roll of 10 is a surge.

 

Wild Check = D20 + Wild Mage Level + Prime Attribute Bonus

 


Use Wild Device
: At fifth level, the wild mage can make a wild check DC 15 to control the effects of randomized magical devices (rods of wonder, deck of many things, etc.). If the roll succeeds, the wild mage can direct the behavior of the device for one round. If the roll fails, the device operates normally.

 

SAMPLE SURGE TABLE

 

2
Spell effect has 60' radius centered on caster
22
Maximum possible effectiveness for spell
3
Next phrase spoken by caster becomes true, for 1 hour.
23
Target is disintegrated.
4
Caster Polymorphs randomly
24
Hero or other famous figure is summoned for 1 turn to help caster.
5
Wall of Fire encircles caster
25
Target is sent 3d8 rounds ahead in time.
6
Caster ages 10 years
26
A random spell of same level as one cast works instead.
7
Spell effect rebounds on caster.
27
Target will rise as Random Undead when killed, if already undead, it is healed.
8
One magical item within 30' of caster (random) is drained of magic.
28
One randomly chosen creature will strike only criticals for next 2d4 rounds.
9
One Non magical item within 30' of caster (random is made magical.
29
Caster and friends teleported to next named place.
10
Silence, 15' radius on caster.
30
All caster's gold on them at time turns to water.
11
Gate opens to randomly chosen outer plane (50% chance of creature appearing)
31
Caster and friends teleported to middle of conflict.
12
Spell effetiveness decreases by 50%
32
All creatures destroyed by caster within last day rise as undead and come after caster.
13
Spell appears to fail, but kicks in 1d4 rounds later.
33
Target protected by Prismatic Sphere
14
Lightning Bolt shoots towards target.
34
Spell is redirected to random person or creature in vicinity.
15
Wall of Fire encircles target.
35
Fireball centered on caster
16
Target polymorphs randomly.
36
Caster forgets all prepared spells
17
Target hastened.
37
Caster and target exchange places, items, possessions, etc.
18
Spell has minimum duration of 1 turn (eg, 1 turn of fireball damage)
38
Area shaken by Earthquake spell for next 3 rounds.
19
Spell effectiveness increases 200%
39
Spell functions but no saves are allowed
20
Target is healed.
40
All creatures within 15' of caster recieve heal spell.
21
Caster is held
 

 


1st - LEVEL SPELLS
Reckless Dweomer - Allows the Wild Mage to automatically surge their spell.
Attempted Enhancement - doubles aspect of next spell cast.

2nd - LEVEL SPELLS
Surge Mastery - partially controlled wild surge.

4th - LEVEL SPELLS
Unluck - makes target reroll all rolls and pick worst result each time.

5th - LEVEL SPELLS
Vortex - creates damaging tornado that is uncontrollable.

7th - LEVEL SPELLS
Surge Selector - allows a choice in wild surges if one is set off.


Reckless Dweomer
Target - caster.
Duration - special.
Range - special.
Casting Time
- 1 Action.
Components - V,S.
Saving Throw - special.
Spell Resistance - yes.
When Casting this spell, the Wild Mage unleashes the Wild Forces within themself and channel it into a spell, this is generally used as a last resort spell as it is entirely unpredictable. Before casting, the Mage must announce the spell effect of one of their known spells regardless of level, once announced, roll randomly on any Wild Surge table you have and this is what happens.

 

Attempted Enhancement
Target - special.
Duration - 1 round.
Range - special.
Casting Time
- 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
When Casting this spell, the Wild Mage can attempt to enhance one aspect of the next spell they cast. This second spell must be cast in the round immediately following the casting of Attempted Enhancement. The Wild Mage casts the spell and announces the aspect of the second spell they wish to enhance. The DM rolls a d6, 4-6 the effect is doubled, 1-3 the result is halved and a Wild Surge ensues.. Material component needed is exactly what is needed for the next spell to be cast.

 

Surge Mastery
Target - special.
Duration - instantaneous.
Range - special.
Casting Time
- 1 Action.
Components - V,S.
Saving Throw - None.
Spell Resistance - No.
This spell is similar to Reckless Dweomer, however, no spell is named before casting, the caster merely surge's the spell. The caster has a 33% chance of controlling one aspect of the surge once it happens. Eg, minimum or maximum parts of a spell (maximum damage if centered on target, minimum if on caster), or half or double the amount of something (two demons gate in to attack caster instead of four).

 

Unluck
Target - one creature.
Duration - 2d10 rounds.
Range - close.
Casting Time
- 1 Action.
Components - V,S,M.
Saving Throw - Will Negates.
Spell Resistance - Yes.
This spell affects a creatures luck for the duration. Whenever the creature has to roll a result for anything, the creature must reroll the result and pick the worst of the two. Luckstones will negate this effect but will be rendered useless for 1d10 rounds after spell expires. The material component for the spell is a shard of a broken mirror.

 

Vortex
Target - one creature.
Duration - 1d4 rounds + 1 round / level.
Range - close.
Casting Time
- 1 Action.
Components - V,S,M.
Saving Throw - Reflex for half damage.
Spell Resistance - Yes.
This spell creates a wild vortex that travels randomly through the battlefield. On the round of creation, the vortex appears in the desired place as a multicoloured tornado. From this moment on, the caster must maintain concentration in order for the vortex to remain. Each round, the vortex moves 30 feet randomly in a grenade like direction. 50% chance of caster moving it in the desired direction. The vortex is only 5 foot in diameter. Non magical creatures struck by the vortex suffer 1d4 points of damage per level of caster. Magical greatures and spellcasters suffer 1d6 damage per level of caster. Each time someone is struck by the vortex, there is a 5% chance the vortex explodes in a Wild Surge upon the creature. This will also cause the spell to end. Material components for this spell are a handful of straw and some silk streamers.

 

Surge Selector
Target - caster.
Duration - special.
Range - touch.
Casting Time
- 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell gives the caster two rolls on the surge chart when surging a spell, the caster can then choose between the two results. This spell's duration is a fixed number of surges or 12 hours, whichever comes first. A wild mage is able to shape one surge per five levels of character experience. The material component for this spell is a brass spinner.

 

Wild Mage

Class Skills: Craft(Weaponsmithing), Craft(Armorer), Craft(Stonesmithing), Craft(Sculpture), Knowledge(Arcana), Concentration, Decipher Script

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